Status: fail
Result: fail
| Detail | Value |
|---|---|
| returncode | 1 |
| time | 0.232713937759 |
| note | Returncode was 1 |
| command | /home/mks-hackers/piglit/framework/../bin/glslparsertest tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/roundEven-vec3.vert pass 1.30 |
| errors |
|
| info | Returncode: 1
Errors:
Failed to compile vertex shader tests/../generated_tests/spec/glsl-1.30/compiler/built-in-functions/roundEven-vec3.vert: 0(21) : error C1307: non constant expression for array size
0(22) : error C1307: non constant expression for array size
0(23) : error C1307: non constant expression for array size
0(24) : error C1307: non constant expression for array size
0(25) : error C1307: non constant expression for array size
0(26) : error C1307: non constant expression for array size
0(27) : error C1307: non constant expression for array size
0(28) : error C1307: non constant expression for array size
0(29) : error C1307: non constant expression for array size
Output:
Shader source:
/* [config]
* expect_result: pass
* glsl_version: 1.30
* [end config]
*
* Check that the following test vectors are constant folded correctly:
* roundEven(vec3(-2.0, -1.8333334, -1.6666666)) => vec3(-2.0, -2.0, -2.0)
* roundEven(vec3(-1.5, -1.3333334, -1.1666666)) => vec3(-2.0, -1.0, -1.0)
* roundEven(vec3(-1.0, -0.83333331, -0.66666669)) => vec3(-1.0, -1.0, -1.0)
* roundEven(vec3(-0.5, -0.33333334, -0.16666667)) => vec3(-0, -0, -0)
* roundEven(vec3(0.0, 0.16666667, 0.33333334)) => vec3(0.0, 0.0, 0.0)
* roundEven(vec3(0.5, 0.66666669, 0.83333331)) => vec3(0.0, 1.0, 1.0)
* roundEven(vec3(1.0, 1.1666666, 1.3333334)) => vec3(1.0, 1.0, 1.0)
* roundEven(vec3(1.5, 1.6666666, 1.8333334)) => vec3(2.0, 2.0, 2.0)
* roundEven(vec3(2.0, -2.0, -1.8333334)) => vec3(2.0, -2.0, -2.0)
*/
#version 130
void main()
{
float[distance(roundEven(vec3(-2.0, -1.8333334, -1.6666666)), vec3(-2.0, -2.0, -2.0)) <= 3.4641016e-05 ? 1 : -1] array0;
float[distance(roundEven(vec3(-1.5, -1.3333334, -1.1666666)), vec3(-2.0, -1.0, -1.0)) <= 2.4494897e-05 ? 1 : -1] array1;
float[distance(roundEven(vec3(-1.0, -0.83333331, -0.66666669)), vec3(-1.0, -1.0, -1.0)) <= 1.7320508e-05 ? 1 : -1] array2;
float[distance(roundEven(vec3(-0.5, -0.33333334, -0.16666667)), vec3(-0, -0, -0)) <= 0.0 ? 1 : -1] array3;
float[distance(roundEven(vec3(0.0, 0.16666667, 0.33333334)), vec3(0.0, 0.0, 0.0)) <= 0.0 ? 1 : -1] array4;
float[distance(roundEven(vec3(0.5, 0.66666669, 0.83333331)), vec3(0.0, 1.0, 1.0)) <= 1.4142135e-05 ? 1 : -1] array5;
float[distance(roundEven(vec3(1.0, 1.1666666, 1.3333334)), vec3(1.0, 1.0, 1.0)) <= 1.7320508e-05 ? 1 : -1] array6;
float[distance(roundEven(vec3(1.5, 1.6666666, 1.8333334)), vec3(2.0, 2.0, 2.0)) <= 3.4641016e-05 ? 1 : -1] array7;
float[distance(roundEven(vec3(2.0, -2.0, -1.8333334)), vec3(2.0, -2.0, -2.0)) <= 3.4641016e-05 ? 1 : -1] array8;
gl_Position = vec4(array0.length() + array1.length() + array2.length() + array3.length() + array4.length() + array5.length() + array6.length() + array7.length() + array8.length());
}
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